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Posted: Sat Aug 11, 2007 12:09 pm
Scouts aren't elites for Blood Angels. EVER. Really annoying. I live with Shadow of Deception. He gets powned by my Tau on a weekly basis, but I always lose at least all my troops and some elites.
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Posted: Mon Aug 13, 2007 12:38 pm
The Laughing God Scouts aren't elites for Blood Angels. EVER. Really annoying. I live with Shadow of Deception. He gets powned by my Tau on a weekly basis, but I always lose at least all my troops and some elites. Just double checked it. In the new codex released in White Dwarf, and now available as a PDF on the GW website, Scouts are elites, look at page 21.
Are you using the marine codex and the old BA Faq they had out before the new codex?
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Posted: Fri Aug 17, 2007 2:52 pm
Yeah he is, but his scouts aren't BA scouts just normal Space marine scouts. Thus making them a troop choice.
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Posted: Fri Aug 17, 2007 4:13 pm
Quote: Senior officer-bolt pistol, power fist, carapace armor, refraction field, medallion crimson.-----111 Veteran-medic-----11 Veteran-Standard bearer-----11 Guardsmen-Meltagun-----10 Hardened Fighters-----15 Powerfist is fine. Bolt Pistol is fine (Either that or Laspistol for same cost), Carapace armor is a maybe, Medallion Crimson isn't really that good (If insta-kill wounds are going on your officer, odds are it's more then one already). Drop him down to a Junior Officer and give him the Honorrific (Saves 5pts). If you drop the Carapace and do the Junior, you already saved 10pts. Total Saved: 10pts Quote: Platoon HQJunior officer-bolt pistol, power weapon-----46 Veteran-medic-----11 Guardsman-Meltagun-----10 Guardsman-flamer-----6 Sharpshooters & Hardened Fighters-----25 You have a single pistol, a single Melta, and a Flame-Template Weapon. Drop Sharpshooters. Save 10pts. As you're using all assault weapons, I take it this squads role is to rush toward the enemy? Total Saved: 20pts Quote: Squad 1 Sergeant-Las pistol, close combat weapon-----0 9 guardsmen-1 meltagun, 1 missile launcher crew-----25 Sharpshooters & Hardened Fighters-----25 Squad 2 Sergeant-Las pistol, close combat weapon-----0 9 guardsmen-1 meltagun, 1 missile launcher crew-----25 Sharpshooters & Hardened Fighters-----25 Either drop Hardened Fighters, or Sharpshooters. If you intend to be in a Chimera the whole time until disembarking to fire, drop the Missile Launcher and Sharpshooters (Missile would never get a chance to fire, Sharpshooters would only be used once before you'd be charged). If you intend to remain outside the Chimera's, and hold the riders inside back for fire support, drop (Or say the Melta is a Lasgun) the Melta's, and drop Hardened Vets. If using the Fire-Support role, this saves you 25pts per squad. If rushing foward, 25 too. That's 50 total saved for the platoon to be spent elsewhere. Total Saved: 70 Quote: Veteran Storm Trooper Sergeant-Las pistol, power weapon-----21 9 storm troopers-2 flamers-----102 Veteran Storm Trooper Sergeant-Las pistol, power weapon-----21 9 storm troopers-2 flamers-----102 Veteran Storm Trooper Sergeant-Las pistol, power weapon-----21 9 storm troopers-2 meltaguns-----110 Fine, though keeping the Vet with his standard Hell Pistol may be better. Quote: Fast Attack3 Sentinels-3 autocannons-----150 3 Sentinels-3 autocannons-----150 Split it into 3 squads of 2. More durability. Also, what it their role? If anti-tank, upgrade to Lascannon (Opponnents tend not to mind as long as the guns look similar). Sure, it's 30 more points, but dropped Sharpshooters already free's the points. If Anti-Infantry, go for the two-more shot Multi-Lasers. 24 shots a turn at S6 is better then 12 at S7 for guard. Plus, if made into multi's, you save 30pts! Total Saved: 40 / 100 Quote: Leman Russ Battle Tank-Hull mounted Heavy Bolter, Heavy bolter sponsons, and smoke launcher-----158 Congrads on making your Russ the right way, well, almost. Smoke Launchers are near worthless (If activated, you can't fire that turn), but they are worth keeping in the off chance you become stunned. If you can, add a Pintle-Mounted Heavy Stubber. Why? If someone blows off the main turret, you still have 12 shots at a 36" range, 9 of which at S5. Total Saved: 28 / 88 Quote: Transports7 Chimeras-Heavy bolter turret, hull mounted heavy flamer, smoke launchers-----616 If you can, replace the Heavy Bolter turrets with Multi-Lasers, and the Hull with Heavy Bolters. That way, you get 7 shots each at a range. Same cost, too. If not, ask your opponnent, they usually don't mind (They tend to think Guard = Easy Win). No matter what, you'll have enough Spare Points to, if you are taking Stationary Basic Troops, give Heavy Stubbers to your Basic Platoon Chimera's. 8 Lasgun, 1 Missile, 3 Heavy Stubber, 4 Multi Laser, and 3 Heavy Bolter shots each platoon. Either way, you have some points Spared. While not really useful here, if you buy a new squad, the spare points could let you shine it up some.
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Posted: Fri Aug 17, 2007 5:27 pm
The Laughing God Yeah he is, but his scouts aren't BA scouts just normal Space marine scouts. Thus making them a troop choice. Then just say hes using the old marine rules and a faq. If using an old list its probabaly a good idea to make a not of it if you want a review of it.
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Posted: Fri Sep 07, 2007 6:12 am
Here's an even 1500 point guard list I have going. I tried to design it to be balanced and fight any opponent moderatly well. HQ Command PlatoonCommand Squad - 136pts Senior officer - Plasma Pistol, Pwr weapon, frag G. Commisar - Laz pistol, Pwr weapon. Frag G. Veteran W/ company standard 2 Guardsmen w/lazguns 1 Guardsman w/G. Launcher Anti-Tank Squad - 110pts 3 lazcannons Troops Infantry PlatoonCommand Section - 65pts J. Officer w/iron disilpline. 2 gurdsmen w/lazguns 2 Guardsmen w/meltaguns Infantry Squad - 70pts 9 guardsmen w/lazguns 1 guardsman w/plasma rifle Infantry Squad - 68pts 9 guardsmen w/lazguns 1 guardsman w/G. Launcher Infantry Squad - 68pts 9 guardsmen w/lazguns 1 guardsman w/G. Launcher Armored Fist Squad - 154pts (including Chimera) 9 guardsmen w/lazguns 1 guardsman w/flamer Chimera W/Multi-laser, S. Launcher, Extra Armor Elites Hardened Veterans - 170 pts (including Chimera) Vet Sarge. w/Laz pistol, CC weapon 2 Veteran w/Lazguns 2 Veterans w/melta guns Chimera w/multi-laser, hull Hvy. bolter, Hvy Stubber, extra Armor, S. Launchers Stormtroopers - 97pts 1 Sarge w/hell pistol, Frag + krack G., CC weapon 4 Stormtroopers w/Hellgun, targeter, Frag + Krack 2 Stormtroopers w/Plasma Guns, Frag + krack Squad has Infiltrate ability. Stormtroopers - 97pts 1 Sarge w/hell pistol, Frag + krack G., CC weapon 4 Stormtroopers w/Hellgun, targeter, Frag + Krack 2 Stormtroopers w/Plasma Guns, Frag + krack Squad has Infiltrate ability. Fast Attack Hell Hound - 132pts Inferno Cannon (duh) Hull Hvybolter Extra armor, Rough Terrain Mod. Heavy Support Lemun Russ MBT - 170tps Battle Cannon, Laz cannon, Hvy Bolter Sponsons Extra Armor Lemun Russ MBT - 170tps Battle Cannon, Laz cannon, Hvy Bolter Sponsons Extra Armor And there you have it. I expect to play it out with the tanks doing most of the dirty work, while the infantry follow up from behind and cleanup any thing that remains. Normally I use guarsmen to just sit back and shoot with heavy weapons, but I wanted to try and use them in a more "mobile" way, but without having to load them all up in tanks.
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Posted: Sat Sep 15, 2007 11:44 pm
now my list is made and I'm using it in a tournament on the 22nd of september (next saturday) I would like tips on useing vindicators and things.
this is every space marine model I have in my possesion. and I just payed around 200 for 2 resin vidicators, and 88.11 for 3 and 3/4 oop speeder tornados. (I love them heart ) so I dont really have the money to up and buy a squad of guys to fill in the space. 2k points.
my BT army list
emperors champion (attached to squad 1) -accept any challenge no matter the cost ---------------- Marshal -lightning claw -combi-melta -iorn halo -frag+krak -auspex ---------------- CMD squad (attached the the marshal) -bolters -meltagun x2 apothicary -storm bolter Seargent -Terminator honours, combi-melta, power weapon infiltration (marshal included in points) ---------------- vindicatorx2 -Ex armour ---------------- squad 1 (champion attached) 9 marines -chainsword pistol -melta gun -power fist -crusader seals -Drop pod 1 ---------------- squad 2 9 marines -chainsword pistol -melta gun -power fist -crusader seals drop pod 2 ---------------- squad 3 -same ---------------- squad 4 -same ---------------- squad 5 8 marines -chainsword pistol -powerfist -drop pod 5 ---------------- land speeder Tornado x2
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Posted: Sun Sep 16, 2007 7:47 pm
Nobody'll respond to your list, I didn't get a single reply for mine. For a sticky, this topic is dead.
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Posted: Mon Sep 17, 2007 12:10 pm
Not necessarily. I check regularly. I just mostly check for errors, such as whoever i was replying to that wrote their scouts up as troops for their BA army.
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Posted: Wed Sep 19, 2007 4:54 pm
1000pt tyranid army list, any suggestions? Army list
HQ Brood lord Retinue 8 genestealers 198 pts
Elites Warrior brood 3 warriors Scything talons Barbed strangler Leaping Extended carapace 81 pts
Warrior brood 6 warriors Scything talons 108
lictor 80 80pts
Troops Termagant brood 16 gaunts Without number Flesh borers 128 pts
Homargaunt brood 16 gaunts Toxic sacs Adrenal glands(1+WS) 208 pts
Heavy support Super carnifex Adrenal glands (1+I) Bonded exoskeleton Reinforced chitin Thorn back Toxic sacs Tusked Scything talons Crushing claws 190 pts
993 Pts
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Posted: Wed Sep 19, 2007 5:14 pm
I'd split both of your Gaunt squads in two; you'd have 4 squads of 8, instead of 2 squads of 16. This helps in a couple ways; you'll have more freedom of movement, your Without Number will come into play more often, you couldn't lose as many from a squad to heavy enemy fire, you'd have more scoring units...
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Posted: Wed Sep 19, 2007 5:35 pm
I got a question that I'd like your opinions on. I run generally a troop-heavy necron army, traditionally about 40-50 warriors. Anyhow, say I have 40 warriors, do you think I should split them into 4 squads of ten or 2 of twenty? I usually run 4 of ten, but still group them close so I can still have a strong main body of the army but have more flexibility. Your thoughts?
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Posted: Fri Sep 28, 2007 7:16 am
Alright, this is a list I have made up for a small campaing my friends and I are running. It's a 400 pts combat patrol and 1700 pts "Master Roster."
[NOTE]: I would be fielding a third tacticle squad but the day I bought a ten marine box it dissapeared on me. cry
Dark Angels, Disples of Caliban 3rd Company
Combat Patrol Tactical Squad 5 men, Razrback Transport with Extra Armour, Flamer, Power Weapon -180 pts Devestator Squad 5 men, Heavy bolterx2 -120pts Landspeeder Heavy Bolter, Assault Cannon -100pts
Main Roster HQ Interrogator-Chaplain Terminator armour -140pts
Commander Power Weapon -115pts
ELITES Deathwing Terminators Assault Cannon -245pts
Dreadnought Venerable, DCCW, Assault Cannon -145pts
TROOPS Tacticle Squad 10 men, Power weapon, Plasmagun -195pts
Tacticle Squad 10 men, Power Fist, Meltagun, Rhino Transport with Extra Armour -250pts
FAST ATTACK Assault Squad 10 men, Power Fist -260pts
HEAVY SUPPORT Preditor Tank Autocannon, Heavy Bolter Side Sponsons -95 pts
Devestator Squad 10 men, Missile Launcher x2, Plasma Cannon x2 -255pts
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Posted: Fri Sep 28, 2007 7:34 am
wash_away Marshal -lightning claw -combi-melta -iorn halo -frag+krak -auspex Looks alright, I'd drop the Krak if he doesn't come with it, it's virtually useless. The Auspex isn't really that useful either. If you have extra points left over buy bionics. ---------------- wash_away CMD squad (attached the the marshal)-bolters -meltagun x2 apothicary -storm bolter Seargent -Terminator honours, combi-melta, power weapon infiltration (marshal included in points) Ok, how many are in the squad? You might want to drop one or two of the special things. Just be wary of the specialized portion of the squad getting too big, because then it will become the main target for most of you opponents firing. ---------------- These are good. they can always shoot no matter what. On the other hand POtMS might be better, I don't know the difference in cost but it would allow you to move closer if you are still out of range. ---------------- wash_away squad 1 (champion attached) 9 marines -chainsword pistol -melta gun -power fist -crusader seals -Drop pod 1 ---------------- squad 2 9 marines -chainsword pistol -melta gun -power fist -crusader seals drop pod 2 ---------------- squad 3 -same ---------------- squad 4 -same ---------------- squad 5 8 marines -chainsword pistol -powerfist -drop pod 5 This is good, the drop ods assure for a safe landing anywhere on the field. Just make sure they are on the field. The downside to this is the chance of not getting any of your army to come in at all. ---------------- Can't go wrong with these. Waht do they have for a secondary Weapon? HB or MM?
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Posted: Wed Oct 03, 2007 12:16 am
***HQ***
*Command Squad* Heroic Senior Officer -Carapace Armor -Laspistol -Power Sword -Trademark Item (cape) ---90 Commissar -Carapace Armor -Power fist -Laspistol ---65 Sanctioned Psyker -Carapace Armor -Laspistol -CCW ---18 Medic -Carapace Armor -CCW -Laspistol ---16 Standard Bearer -Carapace Armor -CCW -Laspistol ---16 Veteran -Carapace Armor -CCW -Laspistol Guardsman -Voxcaster -CCW -Laspistol ---5 ------222
*Fire Support Squad* 3x Autocannon Teams ------95
***ELITES***
*Hardened Veterans* Veteran Sergeant -Honorifica Imperialis -Bolt Pistol -Power Weapon -Carapace Armor ---48 3x Veteran with Grenade Launcher -Grenade Launcher ---48 Heavy Weapon Team -Heavy Bolter -2x Veteran -2x Shotguns ---26 Veteran with Vox -shotgun -Voxcaster ---13 Chimera -Multilaser -Hull-mounted Heavy Flamer ---85 ------220
***TROOPS***
*Command Squad* Junior Officer -Plasma Pistol -CCW ---50 3x Guardsmen -3x Plasma Guns ---30 Medic -Lasgun ---11 ------91
*Command Squad* Junior Officer -Laspistol -Power Fist ---60 4x Guardsmen -4x Melta Guns ---40 ------100
*Infantry Squad* Veteran Sergeant -CCW -Bolt Pistol ---7 x10 Guardsmen -x9 Lasguns -Grenade Launcher -Voxcaster ---73 ------80
*Infantry Squad* Veteran Sergeant -CCW -Laspistol ---6 x10 Guardsmen -x9 Lasguns -Flamer -Voxcaster ---71 ------77
*Infantry Squad* Veteran Sergeant -CCW -Laspistol ---6 x10 Guardsmen -x9 Lasguns -Flamer -Voxcaster ---71 ------77
*Infantry Squad* Veteran Sergeant -CCW -Plasma Pistol ---16 x10 Guardsmen -x9 Lasguns -Grenade Launcher -Voxcaster -Missile Launcher ---88 ------104
***FAST ATTACK***
*Sentinel Squadron* Sentinel -Multilaser ------45
*Sentinel Squadron* Sentinel -Multilaser -Hunter-Killer Missile ------55
***HEAVY SUPPORT***
*Leman Russ Battle Tank* Leman Russ Battle Tank -Heavy Bolter Sponsons -Hull-mounted Lascannon -Pintle-mounted Heavy Stubber ------177
*Basalisk* Basalisk -Pintle-mounted storm bolter -Armored Compartment -Smoke launchers ------133
***TOTAL POINTS: 1476***
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